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Fight Club Rules

  • Fight Club

    Credit to Daegu for this system.

    What is Fight Club?

    //////////A meeting for anyone who wants to blow off some steam. The arena is an old boxing ring someone hauled into a warehouse at the wharf but it holds up surprisingly well. There’s seating available around the ring for anyone who wishes to watch and bet on the fighters and there’s always a food truck parked inside the warehouse for the hungry.

    Fights can be either mundane - in which case, heavy wards are placed along the ropes to nullify any supernatural abilities - or they can be ‘come as what you are’. These supernatural fights are a bit more violent but according to the locals in the know, all the more fun to watch.



    How does it work?

    Rules
    Fights are self-moderated and on an honor system for the duration of the match.
    You do not need to inform a staff member that you are starting a fight.

    With the self-moderation system in place, if someone is not playing fair, a staff member can be called in for assistance.

    Fights last for a total of two (ooc) hours or until someone’s health drops to 0. In the event that time runs out, the fighter with the higher HP wins.
    If there is a tie, a roll-off will happen to decide the winner.

    Fighters start out with a total of 20 hit points.



    The Flow of Battle

    First, announce your fight in #fight-club on the discord, pinging @Fighter, and open the thread.

    //////////////////////////// The Introduction Phase
    Both fighters will roll 1d20 to see who goes first and decide the posting order for the rest of the match.
    The winner of the dice roll proceeds with their introduction and the 2 hour timer begins now.
    No attacks happen this round, just intros.

    The Attack Phase
    Attacker posts and rolls 1d20 for an attack with 1d6 for severity in the same post.
    The defender then rolls an ooc 1d20 to defend without an attached IC post.
    (e.g. ((roll)) then 1d20)
    If the defending roll is higher than the attacker's roll, the attack misses.
    The defender now has a chance to post the result of the dice, update their HP and launch their own attack. Please keep track of your HP points. Repeat the attack phase until the fight is done.

    Severity
    1-2, a light hit. Nothing hard enough to bruise, just a light tap.
    3-4, a moderate hit. Something is definitely bruising, might cause discomfort for a few hours.
    5-6, a severe hit. Bruises, bleeding, broken bones. This hurts.
    ////////////////////////////



    Modifiers

    //////// Autos
    Rolling a 20 (natural or otherwise) will always succeed.
    Rolling a 1 (natural or otherwise) will always fail.
    Severity Modifiers
    -1 to all d20 (attack and defense) rolls when an individual is hit by severity 5.
    -2 to all d20 (attack and defense) rolls when an individual is hit by severity 6.
    Lasts for the duration of battle and modifier can stack twice.
    //////////



    The XP System

    For those wishing to take the fight club a little more seriously, one can always opt into the leveling XP System. There are a total of four levels. The perks do work with the severity modifiers.

    Level 1
    Everyone starts here. There are no perks, you’re a fresh fighter.
    Level 2
    You get an additional permanent 5 hit points added on. Your experience in the ring has granted you endurance.
    Level 3
    An extra +1 to all your defense rolls. You’re a more seasoned fighter and know how to dodge those hits. The food truck gives you discounts and you get a heftier cash prize when you win.
    Level 4
    An extra +1 to all your attack rolls (both the 1d20 and the 1d6). A veteran of the ring. You don’t pay for food at all, your prize money is double what the lower ranks make and people - at least in the underground - know who you are.



    How to Level

    Each fight grants you experience that a staff member will tally at the end of the fight. You earn:
    2 points for winning or 1 point for losing.

    It takes 10 points to level up and points do not roll over. You start at 0 each time you rank up.



    Leveled Fighters

    Level 1
    You Start Here.
    Cato - 1/10
    Level 2
    Character - 0/10
    Level 2
    Character - 0/10
    Level 3
    Character - 0/10
    Level 4
    Character - 0/10